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What Games Have to Offer: Information Behavior and Meaning-Making in Virtual Play Spaces
16 references·10 citing·35 second hop
What Games Have to Offer: Information Behavior and Meaning-Making in Virtual Play Spaces (2009)What Games Have to Offer: Information Beh…Writing Up Qualitative Research (2015)Writing Up Qualitative Resear…The Ambiguity of Play (2009)The Ambiguity of PlayQualitative Data Analysis (2008)Qualitative Data AnalysisWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A model of information practices in accounts of everyday‐life information seeking (2003)A model of information practi…Case study research methods (2000)Case study research methodsLife on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Qualitative data analysis (2nd ed) (1996)Qualitative data analysis (2n…Everyday life information seeking: Approaching information seeking in the context of “way of life” (1995)Everyday life information see…The Seven Habits of Highly Effective People (1992)The Seven Habits of Highly Ef…The Second Self: Computers and the Human Spirit (1986)The Second Self: Computers an…AMUSING OURSELVES TO DEATH† (1985)AMUSING OURSELVES TO DEATH†AN OVERVIEW OF SENSE-MAKING RESEARCH: CONCEPTS, METHODS AND RESULTS TO DATE (1983)AN OVERVIEW OF SENSE-MAKING R…ON USER STUDIES AND INFORMATION NEEDS (1981)ON USER STUDIES AND INFORMATI…The Presentation of Self in Everyday Life. (1956)The Presentation of Self in E…Austin American Statesman (1949)Austin American StatesmanTherapeutic Benefits of Adult Doll Play (2021)Therapeutic Benefits of Adult…Adolescents’ Digital Game-Related Information-Seeking (2021)Adolescents’ Digital Game-Rel…Narrative ephemera: documents in storytelling worlds (2020)Narrative ephemera: documents…Getting-to-know (2017)Getting-to-knowModels of Information Behavior (2016)Models of Information BehaviorInformation Needs, Motivations, and Use (2016)Information Needs, Motivation…Information Behavior: An Introduction (2016)Information Behavior: An Intr…Knowledge creation and play – a phenomenological approach (2015)Knowledge creation and play –…Documenting Pocket Universes: New Approaches to Preserving Online Games (2015)Documenting Pocket Universes:…The Fusion of Literacy and Games: A Case Study in Assessing the Goals of a Library Video Game Program (2013)The Fusion of Literacy and Ga…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Framing Processes and Social Movements: An Overview and Assessment (2000)Users of the world, unite! The challenges and opportunities of Social Media (2009)Being and Nothingness (2022)Studies in Ethnomethodology. (1968)Reclaiming Qualitative Methods for Organizational Research: A Preface (1979)The Social Psychology of Organizations. (1979)Information behaviour: An interdisciplinary perspective (1997)Human Information Behavior (2000)Looking for Information: A Survey of Research on Information Seeking, Needs, and Behavior (2016)Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)Customer Contributions to Quality: A Different View of the Customer-Oriented Firm (1996)The Time Famine: Toward a Sociology of Work Time (1999)Toward a theory of spiritual leadership (2003)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)The Playing Learning Child: Towards a pedagogy of early childhood (2008)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)Consensual qualitative research: An update. (2005)How Many Interviews Are Enough? (2005)A General Inductive Approach for Analyzing Qualitative Evaluation Data (2006)Notes on the theory of the actor-network: Ordering, strategy, and heterogeneity (1992)Machines and Mindlessness: Social Responses to Computers (2000)Dehumanization: An Integrative Review (2006)The qualitative content analysis process (2008)The Use of Qualitative Content Analysis in Case Study Research (2008)A Qualitative Study (2009)Smart tourism destinations: ecosystems for tourism destination competitiveness (2016)
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References

  • 1956The Presentation of Self in Everyday Life.25,991 cited
  • 2008Qualitative Data Analysis17,372 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 1996Qualitative data analysis (2nd ed)5,593 cited
  • 2000Case study research methods2,100 cited
  • 1986The Second Self: Computers and the Human Spirit1,721 cited
  • 1992The Seven Habits of Highly Effective People1,655 cited
  • 1981ON USER STUDIES AND INFORMATION NEEDS1,573 cited
  • 2009The Ambiguity of Play1,313 cited
  • 2015Writing Up Qualitative Research1,248 cited
  • 1985AMUSING OURSELVES TO DEATH†1,116 cited
  • 1995Everyday life information seeking: Approaching information seeking in the context of “way of life”1,033 cited
  • 2003A model of information practices in accounts of everyday‐life information seeking605 cited
  • 1983AN OVERVIEW OF SENSE-MAKING RESEARCH: CONCEPTS, METHODS AND RESULTS TO DATE584 cited
  • 1949Austin American Statesman373 cited

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Cited by

  • 2013The Fusion of Literacy and Games: A Case Study in Assessing the Goals of a Library Video Game Program34 cited
  • 2015Knowledge creation and play – a phenomenological approach23 cited
  • 2017Getting-to-know13 cited
  • 2020Narrative ephemera: documents in storytelling worlds12 cited
  • 2021Therapeutic Benefits of Adult Doll Play9 cited
  • 2015Documenting Pocket Universes: New Approaches to Preserving Online Games4 cited
  • 2021Adolescents’ Digital Game-Related Information-Seeking3 cited
  • 2016Models of Information Behavior3 cited
  • 2016Information Behavior: An Introduction1 cited
  • 2016Information Needs, Motivations, and Use1 cited